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It was there by accident. I don't remember how it ended there. I wasn't even aware it's there until your post
This addon was not using it. I've reuploaded without it.
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
news flash : your contributions to this game are exactly that, and if you imagine a Pyramid, the guys developing for DarkPlaces in todays day, might be creating custom content for darkplaces but they are still hacking/modding the ORIGINAL game.
You can't get bent out of shape over people modifying your content when your modifying someone elses content to start with (no matter how ground breaking or wtf ever your custom content IS,its still fn based on Q1)
Every bit of effort here that ever occurs about Quake1 is based on someones hard work prior to yourself. As long as credit is given for what was original and document what you changed (making a 0 to a 1 constitutes noting)
If anyone has ever preformed a task,and then someone comes behind you and REPREFORMS the same task for whatever reason, USING the original content / settings, then you understand how easily it can piss you off / first response is one of defensive position / how fucking dare you / rants stemming from feeling its a personal attack.
Don't make me fn grape all of you into remembering this community is bigger than any one person,and the quality OR quantity to what you bring or brought to the table is irrelevant. I've never made a fn quake mod, never created any custom content, never edited shaders and ETC ETC ETC. I've never successfully compiled a progs.dat from with in Windows.
What I have done is bitch when bitching is needed (or not needed)
hammered newbs like kimp when needed
rage-bitched about how hard it is to install you guys fn updated darkplaces content (sort of pushed everyone into using PK3's,cuz anything less SUCKS,and I regularly bitched about how much it sucked)
I also take note of when random new guy posts a question , if I reach the post first I'll attempt helping them out, even if I know zero on the subject and that happens way more often than me actually knowing something.
Point is, no more pissing contests SRS. If you can't take the compliment of that someone seen your work / decided to progress it further / AND makes efforts to resolve issues with original author , then maybe you should isolate yourself from society,or atleast me. I'm sure to piss you off sooner or later,and society ,well, YEA. thats another garuntee'd issue your gonna have.
I wish all you custom content creators would fn play multiplayer Quake.
/OR/
bring your talents to the Multiplayer SIDE of Quake1. Theres more to quake that monsters and Episodes 1 through 4.
It did come with DEATHMATCH, that would be the most "unupdated" section of Quake1, its still surving on the same old shit it has been short of custom MODS courtesy many QC coders..
Single player Single Player SingLE player 1 PLAYER WTFOK
I agree with the first part of your post Mindf!3ldzx. Not sure of the multiplayer part though as I have a distaste for getting schooled for hour after hour thanks to being a newb at such things!
Some people prefer the creation more that's all. I've not created anything of my own either, but I have changed the effectinfos and compiled some code with the help of others. I just don't understand the territoriality or ego pissing contests here sometimes. If you don't want people to use your stuff and mod it more don't put it up in the first place I guess. I'd take it as a compliment personally. I can appreciate the feeling of wanting credit for the work you do, but I do have trouble understanding the hostility so many creators display here towards one another. I feel like I'm sticking my neck out a bit by writing this, but oh well.
It wasn't until 2005 before Internet connection became affordable in my area. Only multiplayer experience with Quake I had as a kid were few lan parties.
But there wasn't too much gaming anyway, because we always got drunk too fast
I remember when I saw Quake for the first time. I was watching my friend playing.
Remember that Fiend that jump over the bridge at the beginning of e2m2 ? We both saw Quake's Fiend for the first time...
He had pushed himself away from the desk so hard, that he literally landed on the floor on his back. We couldn't stop laughing
For me it'll always be about atmosphere and kickass level design. I hadn't used to play shooters multiplayer as a kid and don't have interest in it now.
You can't learn old dog new tricks
P.S.
I've released silently v1.23 at 18/05: it adds an option to deactivate gyro on heads after given time.
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
This addon requires Seven's SMCv4.01 to work. Saves that were made with new zombies addon won't be compatible - it is not implemented yet !
If you don't like particles effects I've modified you can just remove effectinfo.txt and particlefont.tga. Code is compatible with original SMC effects.
This is "beta" release. I want it to be tested by few people that care.
So I can use some feedback to fix and finalise it, before I'll start working on final version using SMCv4.1 as a base.
Also, please tell me what you think about autoexec.cfg layout and descriptions. Is it easy enough to read and understand ?
*** SETUP IMPORTANT ****
Remove all .ent and _effectinfo.txt files from id1\maps\ folder.
Make it sure that this addon is after both, Seven's SMC and Webangel's Reflecting Pack in alphabetical order.
Replace your autoexec.cfg with the one bundled with this addon.
*** FEATURES ***
Look into included autoxec.cfg to learn about new features:
- ammo casings with gyro physics
- new explosion effect, it was designed without bloom in mind, but looks good with basic bloon, with HDR bloom it's a bit too bright
( you can choose via cvar between new and Jakub1'st/Seven's effect )
- optional physics changes
- ent files addon customisation
- bunch of new cvars for more user control over SMC
Particles effects: New ( explosion, blood ) and modified ( spikes, gunshots, particle fire, lavaball, watersplash, wizard, lasers, teleport ).
other fixes/changes:
- extra blood splash when gib is bouncing off the surface, with 'set bloodextension 1'
- fixed gibs not spinning when shot - when 'set kickgibs 0'
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
Sorry, there was a bug, multiskin feature was always enabled. I've forgot to actually implement this cvar, I was sure I did and tested it at some point...
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
- fixed gibs not spinning when shot - when 'set kickgibs 0'
They never spin, when shoot. They only spin when kicked.
The SMC is working this way... There is no difference to your addon as far as I can see. I remember, you once forgot to include the code for 'classic spinning' for gibs (in kickgibs.qc) in one of your addons before. Did you mean this ?
Why you add Sitters license, when you dont include any models from him ? Did you forget some in your .zip ?
Please advice.
Seven
Hell, I've forgot to put casings models into .pk3 Please redownload: *deleted*
I've included lightbeam models with entites pack. I believe I have these licenses from Webangels pack I've downloaded last year...
You make them spin in touch function, so they start spinning when bounce out of something.
But not when 'kickgibs 0' I believe it looks better that way. I can make this change optional if you don't like it.
I may remember wrong since some time passed since I was making this change...
EDIT:
Oh yes I know now. Whith kickgibs they start jumping before you visibly touch them.
So when I was shooting them they were kicked at the same time, but I though I was shooting them and they were spinning
I'll either make it optional, or remove it.
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
I've included lightbeam models with entites pack. Webangel have these readmes in her Reflecting pack...
I haven't included these license readmes last year and you remember how it ended
Ahhh, I remember.
But you do not need to worry. The Sitters legal file is only necessary when you include Sitters files. Which is not the case. The other 2 are for the lightbeam models. Yes.
I have some suggestions for the shell casings (you seem to use LH´s code).
Reason: I also added shell casings for V4.1 because of splitterface and ezzetapi´s thread.
If we could merge these together, it would be nice.
I made additions to:
- appearance on the floor (makes them look more random)
- sound variation and usage
- cvar usage to adjust the ejecting position for personal liking
- fading out visuals
Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
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